Whirlwind of Fate
Cost: 20m Target: Caster By standing motionless during the casting of this spell, the caster observes the weaves of Fate. In the light of her anima, the caster can see how every creature and object in her immediate vicinity is tied to every other and interpret how those interactions can be turned to her own advantage.
Target: 20m Target: Caster By standing motionless during the casting of this spell, the caster observes the weaves of Fate. In the light of her anima, the caster can see how every creature and object in her immediate vicinity is tied to every other and interpret how those interactions can be turned to her own advantage.
When the sorcerer casts the spell, she names a goal, and the whirlwind of information can then be read to aid in this goal. The caster's player rolls (Intelligence + Occult). Each success on this roll adds two to a finite pool of bonus successes. The player may take bonus successes from this pool and add them to any roll that furthers the goal he stated when casting the spell. The pool lasts for a number of hours equal to the sorcerer's Essence.
A maximum number of bonus successes equal to the caster's Essence may be added to any given action, but they may explicitly stack with bonus dice or successes gained from other sources, such as Excellencies. These bonus successes may be added to any roll, including damage rolls.
If the sorcerer's stated goal is not completed by the time the spell's duration ends, she suffers an internal penalty to all actions equal to the number of bonus successes she already used, until she can meet the goal (or the next sunrise in any case).
Example: Sayn seeks the Inexorable Crystal Astragal, the last component needed to repair the defense systems of a ruined city built by his First Age incarnation. It is, however, within a cavern inhabited by a Lunar with no interest in sharing. Yet if he can get past her guardians, Sayn thinks he can negotiate. He casts Whirlwind of Fate, reads the threads that connect himself and the cave's guardians, and his player rolls four successes—earning him eight bonus successes he can apply to rolls aimed at helping him reach the Lunar.
Sayn's player can spend these eight bonus successes to help the Twilight Caste fight the guardians, to sneak past them, to navigate the traps, to avoid getting lost in the cave or for any other purpose. When the spell's duration ends after a number of hours equal to his Essence, Sayn has used five of his eight bonus successes but still hasn't reached the Lunar. Now, until the Solar does reach the Lunar's sanctum, his player takes a five-die penalty to all rolls.